ok here's what I gatered. lua log show no relevant errors about the race end, but one error about "enemyRacePaint" the file contains 12 races: bronze=race9,race20,race2,race13,race5,race14,race10,race16,race1,race7,race18,race0, current=bronze gold=0 silver=0 hero=0 the file "last updated date" in the filesystem was from the last game session, so I guess it's not being written after checking dates etc I added manually race3 at the end, and the counter increase, so file read seems fine: happy to add log lines if needed
Since that not the same race club as before I need to confirm, does this one work properly when completing a race or is the counter stuck unless you manually add a race to the progress file? The last updated time for files can be off sometimes, make sure you check the file itself for changes after completing a race, since you're on notepad++ you can right click the tab and click "reload" it should ask you if you want to load changes, say yes. If it doesn't prompt you about loading changes it means the file wasn't written to. In any case since manual edits work fine it's definitely something about the saving that's bugged. I know where to look but unless I can recreate the bug on my end I can't know if I fixed the issue. So I have more questions and things for you to try: 1. Is the progress permanently stuck at some value or does it sometimes work? 2. Try immediately claiming rewards, then try driving back to the race club area before claiming rewards, see if there's a difference. There was a bug related to race club progress caused by triggers in previous versions but I fixed it so I'm wondering if it could be back for some reason. 3. Since your progress isn't stuck at 0 I'm assuming it works initially but then becomes stuck at some point? If so try resetting the progress for that league (bronze=0) or potentially just remove a few races so it doesn't take as long to get to the same amount of completed race. See if it gets stuck at the same point, or if it stays stuck at whatever amount of completed race you manually set.
yeah it's a differnet race club than before, it does exhibit same bug, was using this for testing when I noticed the bug as drag takes less to run 1 progress sometimes work. i know, that sucks to find the issue. 2 did a race and confirmed it was still stuck. did a race without claiming the reward, returned under the club banner, claimed reward, but that did still not increment the won race counter 3 yeah I do not know the exact trigger. like the island club was stuck, but after a reload was working. the drag club I had a few race is, went there just to test 4wd pull, and was stuck. tested now was straight after a game load, still stuck. there's no glaring sequence of events causing it. --- Post updated --- Look, forget about it I'll try to come up with some info from my side and if i have anything concrete I'll post it here, I've used enough your time already
No worries. If no one else experiences the same issue it points to either incorrect install, conflicting mods or another problem that isn't caused by the mod itself. Some things you can try: 1. Make sure your game install folder doesn't contain anything from BeamLR, make sure your userfolder root and mods folder doesn't contain the beamLR zip file. I'm guessing you checked already but it can't hurt to double check. That's a very common mistake new players make when installing this mod because it's not like repo mods so that's my first suggestion when troubleshooting. 2. Back up your userfolder, delete it and start BeamNG to create a fresh one. Then install this mod and nothing else, carefully following the install instruction. Try completing the bronze league from a drag club on that fresh install, (cheat yourself some money to build a fast car to go through races quicker) if it doesn't get stuck like before it's probable something in your userfolder was conflicting with the mod. In this situation if the problem is fixed, you should be able to bring back the entire beamLR folder from your backup to restore your career progress. 3. Try moving your userfolder to a different hard drive, or a thumb drive if you don't have another hard drive. First back up your userfolder somewhere then move it through the BeamNG launcher. I believe some files won't be moved automatically so use your backup to copy over missing files, you can just grab everything from the backup and copy it to the new location.
still debugging the thing. anyway got bothered by cars not having lights at night, seems state is not reset when a vehicle is recycled, this fixes it here, vehicle.lua: the extra resetElectrics in resetAll is because the police doesnt call the base resetAction on reset like normal vehicles do. Code: function C:resetElectrics() local obj = be:getObjectByID(self.id) obj:queueLuaCommand('electrics.set_lightbar_signal(0)') obj:queueLuaCommand('electrics.set_warn_signal(0)') obj:queueLuaCommand('electrics.horn(false)') obj:queueLuaCommand('electrics.setLightsState(0)') self.headlights = false end function C:resetAll() -- resets everything table.clear(self.collisions) self:resetPursuit() self:resetTracking() self:resetValues() self:resetElectrics() end
Nice! I've added it to my edited version of the script but from what I can tell this should also be a problem with the vanilla script, you should definitely report this to devs in the 0.32 discussion thread if you have the time, just make sure the bug happens in safe mode to confirm this isn't something from this mod. You might need to turn on traffic pooling to repro the issue, idk if it's enabled by default in options. Anyhow thanks for the fix, I'll credit you for that in the changelog!
Version 1.16 has just been released! This update mostly adds the advanced part inventory system and used part buying but there's also a bunch of other smaller additions, fixes and changes. Note that this update is not compatible with previous career files due to the inventory and config file format changes. If you want to keep playing on your current career, do not update. Also, the advanced part inventory system is very sensitive to game crashes and other forceful exits due to the fact that vehicle config files must be in sync with inventory files both of which are only correctly updated if you exit the scenario properly. It's also very likely that some bugs remain with the new system. With that in mind I recommend you back up your career files as often as possible. There's also an update for the ks_nord addon so if you're using it make sure to grab the latest version. Here's the changelog for this new version: Added Advanced Part Inventory (allows part specific odometer & integrity values) Added used part buying in part shop (lower prices for higher odometer parts) Added dynamic mirrors implementation (saved to car config, edit from options menu) Added race clubs and daredevil challenge destinations to GPS Vehicle integrity now linked to advanced inventory part specific odometer values Oil leak rate now linked to engine and oil pan odometers (use new parts to fix leak) Advanced repair UI now shows warning regarding selective repair Replaced frame delay vlua with flow blocking calls to fix potential race conditions Fix same shopID values used on different maps resulting in same RNG rolls Fixed gas stations displays not updating to new values after sleep to next day Removed car shop frame delay (trying fix for some players not seeing shop menu) Vehicle sell price now tied to part specific odometer values Removing oil pan now increases oil leak rate to 1000% (empty within 3 seconds) Engine mechanical damage is now selectable in repair UI (removed if not selected) Updated part rewards to work with new inventory system Increased damage threshold for part edit restriction Fixed track event timer flickering between 00:00:000 and --:--:--- after round ended Increased wager and rep rewards for most daredevil challenges Updated West Coast USA level files to fix floating gas station objects Fixed East Coast USA small item deliveries not showing correct items in description Increased base rewards for trailer and gooseneck deliveries on West Coast USA Fixed traffic pooling breaking lights at night (thanks to LoSboccacc for the fix!) Trying fix for vanilla traffic.lua script allowing traffic on gated roads Disabled autoJunction for West Coast USA dragstrip to prevent traffic driving on it
> this update is not compatible with previous career files Bye green falcon, may your piston ring finally rest
Great hardcore career mode, thank you for your work! (and keeping it potato-pc friendly) Finally there is a usage for racing all the "junk" cars and driving them damaged, because of persistent damage and cost management. The immersion of driving a damaged car, through the night, with one headlight working was insane. This is what BeamNG simulates really well, but apart from cool crashes, there was not much need use for it. Original career leaned on it a bit when you had some high value cargo that needed to be transported, but not much for racing. I also love the idea of cross-map career as it open a whole range of possibilies, which requires even more tinkering with the cars and their setups. But... tinkering with the car configs through a small pull-down menu is a pain, a grid-like structure (see SLRR) would be better suited. The buying and editing car config could be merged into one tab to avoid this hassle (display parts to buy, grouped with parts already owned, for easy inventory management).
lua\vehicle\powertrain\combustionEngineThermals.lua line 1099 change with: Code: if node ~= nil then local tickSize = linearScale(randomGauss3(), 0, 3, 0, 1) ^ heatTickData.exhaustTickSizeBias sounds.playSoundOnceFollowNode(heatTickData.exhaustTickEventName, node, heatTickData.exhaustTickVolume, heatTickData.exhaustTickPitch, tickSize) heatTickData.exhaustTickBucket = 0 heatTickData.exhaustTickBucketThreshold = heatTickData.exhaustTickPeriodGain * linearScale(randomGauss3(), 0, 3, 0.25, 1.75) end fixes vehicle vm crash if you turn off a vehicle where you removed the exhaust (it was damaged, and they wanted money to fix it, and I will not fix the delivery pickup, so had it removed from advanced repair menu )
I'm glad you like the mod! As @rapturereaperALEX stated I'm not good at UI work so I keep it as simple as possible. But I eventually want to have the parts buying menu just like SLRR. Not sure about merging both menus though, it could get very cluttered especially for parts like wheels which this game has by the hundreds. It might also be confusing as part edits can't be done at part shops. For part edits it might be a better idea to just take the same tree layout as the vanilla part edit menu. Good find, I did fix some issues in this script that happened when removing the engine but had not encountered this one. I couldn't recreate it at first until I realized the car has to be warm enough to try playing the heat "ticks" SFX of cooling metal parts. Doesn't happen in safe mode because the manifold can't be removed so that code can always find nodes to play the SFX. Instead of checking if the node exists I added a check to see if there are any nodes: Code: if #nodes.exhaust > 0 and heatTickData.exhaustTickBucket > heatTickData.exhaustTickBucketThreshold and adjustedExhaustTemperature > 0 and heatTickData.exhaustTickDelay <= 0 then local node = nodes.exhaust[random(#nodes.exhaust)] local tickSize = linearScale(randomGauss3(), 0, 3, 0, 1) ^ heatTickData.exhaustTickSizeBias sounds.playSoundOnceFollowNode(heatTickData.exhaustTickEventName, node, heatTickData.exhaustTickVolume, heatTickData.exhaustTickPitch, tickSize) heatTickData.exhaustTickBucket = 0 heatTickData.exhaustTickBucketThreshold = heatTickData.exhaustTickPeriodGain * linearScale(randomGauss3(), 0, 3, 0.25, 1.75) end This avoids the table lookup and random number generation, probably doesn't matter much but still a slight optimization. By the way I noticed the hazards light indicator starts blinking in the dash in various situations (I noticed it after spawning in and after police pursuits), turns out your fix for traffic lights at night was causing it. Apparently the player vehicle is running the traffic/vehicle.lua script as well so when resetElectrics is called the hazard indicator blinks even if the hazard lights aren't actually on. It also turns off your lights. Most likely the player vehicle doesn't call resetElectrics directly but does call resetAll which in the vanilla script doesn't call resetElectrics. To keep your fix working while avoiding the issue I just added a check that skips that function for the player vehicle. Code: function C:resetElectrics() if self.id ~= be:getPlayerVehicle(0):getId() and self.id ~= extensions.blrutils.blrvarGet("playervehid") then local obj = be:getObjectByID(self.id) obj:queueLuaCommand('electrics.set_lightbar_signal(0)') obj:queueLuaCommand('electrics.set_warn_signal(0)') obj:queueLuaCommand('electrics.horn(false)') obj:queueLuaCommand('electrics.setLightsState(0)') self.headlights = false end end
Don't worry about it, I'm thankful for your traffic lights fix. There wasn't any reason to expect the player vehicle would be affected by a script that controls traffic. I'm assuming it's to keep track of pursuit and collision data (which are reset by the vanilla resetAll function). So the player vehicle isn't AI traffic but it's still part of the traffic system.
so idk if you're open to discussion, but I don't think the oil mechanic adds much. you get to navigate a few menu, press "use item" on the oil can and that's it, a gameplay loop standing on its own unrelated to the rest of the gameplay. I think reliability does need to be a part of driving a old banger, so here's an idea: pan km influence leaks, and it's an easy fix, a mechanic trip. engine km influience on the drivetrain engine maxTorqueRating torque and / or maxrpm, so you have to actually be careful with them. could be 15% max torque reduction for every 100k km, and 10% max rpm reduction (but no less than 5k rpm or something reasonable) with knocking sounds when over torquing and ringing sound when overreving. so now you get reliabililty part of the driving skill and embedded in the rest of the gameplay, wether races, deliveries et al.
The oil mechanic doesn't really stand on its own, low oil actually has an effect on engine performance by increasing friction and causing damage. The oil pan odometer does have an effect on leak rate and so does the engine odometer. As it is right now the leak starts at 100k and maxes out at 400k. 70% of the leak comes from the pan, 30% from the engine. Certain cars like the Bastion have no individual oil pan part so 100% of the leak comes from the engine in that situation. The leak mechanic is there as an incentive to upgrade to a lower mileage car as soon as possible or, now that the part odometer has an effect, to at least swap the pan and engine. I could add the ability to temporarily fix the pan leak for a certain amount of km until it starts leaking again, but I feel like swapping the pan is already very cheap, like you can do a single delivery mission and have enough money to fix 70% of the oil leak before the oil drops too low. As for the engine, the odometer does have some effect but it's not as much as I'd like. At some point the integrity value started having a bigger impact than the odometer, so I need to add a bit of integrity drop for high odometer cars to get more negative effects. I didn't add this in 1.16 because I realized I need to think about this carefully: since integrity values are saved and low odometer drops the integrity, that lower integrity gets saved, next time you use the car it loads with an already low integrity and the odometer lowers it some more, this feedback loop would lock up the engine pretty quickly. Right now the engine only start knocking if rod bearings are damaged. This stuff is all vanilla and I'd rather keep it that way because a game update could completely break whatever changes I make. You could suggest these changes to the devs in the ideas and suggestions subforum, though probably not a priority right now they're constantly looking for ways to improve the sim. They're also much smarter than I am when it comes to engine simulation so it would definitely be more realistic.
r3econ can you i dont know have colab with jaivi with his calssic engine expansion pack since mod is awesome i can use it if i turn off advanced vehicle building option and not on standard since engines dont spawn
What's the problem exactly, you can't add the engine to your car or does it not show up in the part shop? If you get errors post screenshots here, I could take a look at what's preventing the mod from working with BeamLR.
yeah i cant add engine to car even tho i bought it its for 4 cars as of now moonhawk barstow burnside and bluebuck i select classic engine pack i get another Engine menu yet no matter what engine i buy it does not show option to put it just stays classic engine expansion pack which is 0 btw and engines have price and random milage when i want to buy used
Is there a way to use visual damage saving without it completely bugging my game out? I'd love to drive a 4-banger piece of shit and watch it fall apart within 1 to 2 months from my totally amazing driving skills